Link collection of SSAO in games
- HBAO+ ("Call of Duty: Ghosts", "Assassin's Creed IV Black Flag", "Tom Clancy's Splinter Cell® Blacklist™", "Batman: Arkham Origins")
- "Shining the Light on Crysis 3" Pierre-Yves Donzallaz. GDCE 2013.
- ambient occlusion in frameranger
- "Casting a New Light on a Familiar Face: Light Based Rendering in Tomb Raider" GDC 2013
- "How CryENGINE 3 and AMD GCN Architecture Gave Birth to a Red Gem: “Project Phoenix" (Engine demo) GDC 2012.
- "The Technology Behind the Unreal Engine 4 Elemental demo" Martin Mittring. Epic Games. SIGGRAPH 2012
- "Stable SSAO in Battlefield 3 with Selective Temporal Filtering" Louis Bavoil, Johan Andersson. GDC 2012.
- Square Enix’s Luminous Studio (Engine demo) 2012
- https://www.facebook.com/media/set/?set=a.571259659554054.148231.186768181336539&type=1
- http://www.mmoculture.com/tag/luminous-studio/
- http://www.siliconera.com/2013/02/11/square-enixs-luminous-studio-can-make-pretty-glass-bottles-and-other-tech-demos/
- http://www.famitsu.com/news/201211/26024927.html
- "More Performance Five Rendering Ideas from Battlefield 3 and Need For Speed The Run" SIGGRAPH 2011
- "Rendering techniques in Toy Story 3" SIGGRAPH 2010.
- slides: http://advances.realtimerendering.com/s2010/Ownby,Hall%20and%20Hall%20-%20Toystory3%20(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).ppt
- notes: http://advances.realtimerendering.com/s2010/Ownby,Hall%20and%20Hall%20-%20Toystory3%20(SIGGRAPH%202010%20Advanced%20RealTime%20Rendering%20Course).pdf
- "CryENGINE3: Reaching the speed of light" SIGGRAPH 2010
- "Uncharted 2: HDR Lighting" John Hable. Naughty Dog. GDC 2010.
- High Definition Ambient Occlusion (HDAO) 2010.2.
- "Rendering Techniques in Gears of War 2" Epic Games. GDC 2009.
- "A bit more deferred : CryEngine3" Triangle Game Conference 2009
- "Crysis2 and CryENGINE3"
- "Finding next gen in CryEngine2" SIGGRAPH 2007